First map woes

First map woes

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

First map woes

Post by Hunter0000 »

I've spent the better part of a day making my first map for spring, and props to Forb for the great tutorial btw, But I have run into a bit of a problem concern the finished (well, playable) product in spring. The textture map isn't used, and spring instead spreads some mars-dirt looking texture all over my map.

Image

In case any of this helps, here is a screenshot with all my maps open, and my mapconv settings ect...

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mapconv -c 0.5 -x 600 -n -15 -o C:\SpringMaps\Mapconv\LushImpact.smf -t C:\SpringMaps\Mapconv\texture.bmp -m C:\SpringMaps\Mapconv\metal.bmp -a C:\SpringMaps\Mapconv\height.bmp -f C:\SpringMaps\Mapconv\feature.bmp -i

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//Compiled by Maelstroms SMD Creator version 3.5
[MAP]
{
	Description=Lot of metal in middle but look out for kbot walking over the mountains;
	TidalStrength=5;
	Gravity=80;
	MaxMetal=0.02;
	ExtractorRadius=120;
	MapHardness=200;
	[ATMOSPHERE]
	{
		FogColor=0.7 0.7 0.8;
		FogStart=0.2;
		CloudColor=0.9 0.9 0.9;
		SkyColor=0.1 0.15 0.7;
		SunColor=1 1 1;
		CloudDensity=0.55;
		MinWind=1;
		MaxWind=20;
	}
	[WATER]
	{
		WaterPlaneColor=0 0.1 0.1;
		WaterBaseColor=0.3 0.6 0.4;
		WaterAbsorb=0 0 0;
		WaterMinColor=0.1 0.1 0.3;
	}
	[LIGHT]
	{
		SunDir=0.004 0.75 -0.25;
		GroundSunColor=0.7 0.7 0.7;
		GroundShadowDensity=0.8;
		UnitShadowDensity=0.8;
	}
	[TERRAINTYPE0]
	{
		name=default;
		hardness=1;
		tankmovespeed=1;
		kbotmovespeed=1;
		hovermovespeed=1;
		shipmovespeed=1;
	}
	[TEAM0]
	{
		StartPosX=200;
		StartPosZ=4980;
	}
	[TEAM1]
	{
		StartPosX=4980;
		StartPosZ=4980;
	}
	[TEAM2]
	{
		StartPosX=200;
		StartPosZ=4980;
	}
	[TEAM3]
	{
		StartPosX=4980;
		StartPosZ=200;
	}
	[TEAM4]
	{
		StartPosX=2560;
		StartPosZ=2560;
	}
	[TERRAINTYPE0]									//which terrain type goes where on the map is determined by the typemap
	{
		name=default;									//human visible identifier of the terrain type
		hardness=1;										//multiplier of the global maphardness value (default value=1)
		tankmovespeed=1;							//multiplier of tank units speed after slope mods etc has been applied (default value=1)
		kbotmovespeed=1;							//multiplier of kbot units speed after slope mods etc has been applied (default value=1)
		hovermovespeed=1;							//multiplier of hover units speed after slope mods etc has been applied (default value=1)
		shipmovespeed=1;							//multiplier of ship units speed after slope mods etc has been applied (default value=1)
	}
}
Image

I'm betting this is some silly problem that can be fixed quickly (hopefully anyhow). Hopefully someone can spot my amatuer mistake =)

and yes, most of that SMD is shamelessly ripped from small divide
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

You got Cat Puked!

Which is what we say when you get that grossness and not the intended texture. The good news is, there is an easy fix to this... gimme a minute to look it up...

EDIT: I think that's due to file names. When you assemble your map, make sure mapname.smt, mapname.smf, mapname.smd, and the resuting mapname.sd7 all have "mapname" spelled+capitalized identically. Some of these files can actually have different names, but I forget which ones so to be safe I name them all the same.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

C:\SpringMaps\Mapconv\ should not appear in you script,

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mapconv -c 0.5 -x 600 -n -15 -o C:\SpringMaps\Mapconv\LushImpact.smf -t C:\SpringMaps\Mapconv\texture.bmp -m C:\SpringMaps\Mapconv\metal.bmp -a C:\SpringMaps\Mapconv\height.bmp -f C:\SpringMaps\Mapconv\feature.bmp -i
Will NOT Work

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mapconv -c 0.5 -x 600 -n -15 -o LushImpact.smf -t texture.bmp -m metal.bmp -a height.bmp -f feature.bmp -i
Will...

if you leave C:\SpringMaps\Mapconv\ in there it's looking for your tile file (where the texture is stored in) in:

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..\[SpringDorectory]\maps\C:\SpringMaps\Mapconv\LushImpact.smt
which for obviouse reasons doesn't exist.
Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

Thank you! that did the trick perfectly.

Here are some thankyou screenies =P

Image
Image

I think I am going to redo the trees, add a few geos, add metal textures then see how it is from there.
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